I just realized that a default sphere renders different in 4.14 compared to 4.13. It does not seem to happen with imported objects, so far. But as I´m about to start a bigger project I want to make sure I don´t run into trouble because of this, later. See attached screenshot. The 4.14 sphere looks faceted. I tried different lighting and shadow options but I can´t seem to fix it. Maybe it´s just the sphere that is broken ?
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It´s a shadow bias problem with 4.14.(3). I know that low poly objects in some cases may look a little bit faceted.Usually the bias is there to fix this in exchange of accuracy. But this is not the problem here. It´s the way shadow Bias works in 4.14. SSAO makes no difference btw. To reproduce the problem. Create a new project in 4.14.3, place a sphere over the floor object and switch the directional light to moveable. You will notice the facetes in the object. When you now increase the shadow bias to the slider max value of 1 it will get a bit better. If you now set the value even higher by hand to a value of 2 it will get a lot better. When you set it to 5 the problem is gone and the shadows are still there wich is not how it should be with such high bias values. A wild guess, the shadow bias value is getting multiplied in a wrong way in 4.14. or something like that. In 4.13 much smaller values that are still in range of the default slider max value will produce the same result as a value of 5 in 4.14, while a value of 5 in 4.13 will produce no shadows at all with an object of that size.Last edited by netfrag-sam; 01-13-2017, 08:22 AM.
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Originally posted by netfrag-sam View PostI just realized that a default sphere renders different in 4.14 compared to 4.13. It does not seem to happen with imported objects, so far. But as I´m about to start a bigger project I want to make sure I don´t run into trouble because of this, later. See attached screenshot. The 4.14 sphere looks faceted. I tried different lighting and shadow options but I can´t seem to fix it. Maybe it´s just the sphere that is broken ?
https://forums.unrealengine.com/show...ing-very-wrong!
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I´m sorry, but it´s not. It also happens with skylight. I have both engine versions installed and 4.14 behaves completely different than 4.13. It even looks wrong in the material editor unlike in 4.13. There maybe other issues with the way unreal handles shadows, normals or bias compared to other engines but that´s not what I´m talking about here. Carefully read my last post and you will be able to reproduce my problem, there is something wrong or maybe just different with the Bias in 4.14.
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Originally posted by netfrag-sam View PostI´m sorry, but it´s not. It also happens with skylight. I have both engine versions installed and 4.14 behaves completely different than 4.13. It even looks wrong in the material editor unlike in 4.13. There maybe other issues with the way unreal handles shadows, normals or bias compared to other engines but that´s not what I´m talking about here. Carefully read my last post and you will be able to reproduce my problem, there is something wrong or maybe just different with the Bias in 4.14.
So to recap, try this in 4.14.
Type in the console:
r.Shadow.MaxResolution 4096
But like I said regardless of these minor differences, the problem of facets are still there by default (less visible) and especially when you have higher settings on shadow its not 4.14 only related issue.
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I'm surprised this isn't getting any more attention. So far I haven't seen this acknowledged from anyone from Epic except for a couple of posts suggesting to play with the shadow settings. And never any reference to the comparisons with older UE4 revisions
I also get this bug and it makes my characters faceted on closeups, and my landscape looks faceted as well (in areas where the shadows have their "boundaries")
A few threads with the same issue:
https://forums.unrealengine.com/show...ing-very-wrong
https://answers.unrealengine.com/que...ml?sort=oldest
https://forums.unrealengine.com/show...less-polygonal
https://forums.unrealengine.com/show...le-shadows-bug
https://forums.unrealengine.com/show...ows-on-terrain
https://forums.unrealengine.com/show...ing-not-smooth
I'm gonna quote this eye opener picture from William K
Originally posted by William K View PostUpdate 3 on this issue:
Received a confirmation about this issue from another user in answerhub, I wouldn't be bumping this if i didn't feel it needs that kind of attention.
Meanwhile wanted to provide another example with normals going wrong, and here's a comparison with Untiy this time.
Edit: to better spot the Facets Directional light must have detailed shadows, in this case the Num of dynamic shadow cascades are bumped up from the default 3 to 6.
[ATTACH=CONFIG]123257[/ATTACH]
File FBX and Max:
https://answers.unrealengine.com/sto...20-%20copy.zip
here's the same issue (but much less evident) in UDK (then again the UDK sphere is lower poly)
quite sad to not see this issue looked into
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Originally posted by Maximum-Dev View PostWith 3 shadow cascades I get smooth results. With 4 cascades I have the same problem. Really annoying.
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